Rein's Character Storage

Just in case something terrible happens and I forget about my CSs, I'll store them here. Feel free to take a look, review them, etc. Coding is done by me.
 
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BASIC INFORMATION

Name: Bianca Ensyreia
Aliases: The Azure Blade, The Moonlit Reaper
Age: 28
Gender: Female
Race: Human
Class: Swordmaster, Assassin, Duelist

PERSONAL

Sexuality: Bisexual
High Concept: A veteran warrior disowned and betrayed by their own nation
Character Alignment: Lawful Neutral
Organizations\Affiliations:
Guild of Heroes - Adept, in consideration to be promoted to Master
Espania's Einherjar - Disbanded, several members deceased​
Personality
With her extremely lax attitude, Bianca is really hard to take seriously. She goofs around most of the time, if not simply lazing off in some far off secluded area. She's easy to get along with, and would rarely tackle any topic seriously. In fact, she's even getting kicked out of meetings most of the time due to her not paying much of an attention. But that does not necessarily mean she's completely unaware of what occurs around her - her attitude is more of a facade to give her time to recover from her losses.

However, when things get a to a certain point (e.g. fate of the world, life of her friends, etc.), it's like she turns into a completely different being. Ruthless, resolute, and most importantly, she loses the whole lax attitude. As most guildsmen would say, "I'd rather keep her out of combat, thank you very much."
Backstory
Bianca's tale is a story of betrayal.

She was born to an average family in Espania, where she'd grow up to just like any other civilian. Everything would have been just like any other ordinary story, if it weren't for that dreadful, yet life changing incident. Her village was attacked by bandits, and being simple farmers and fishermen, the townsfolk were unable to do anything against it - the whole event was a massacre.

Bianca, in a desperate attempt to survive, ran away and hid in a nearby cave - where she was eventually located by a few of the bandits. In a strange, yet fated twist of events, she got held of one of the bandit's sword, and emerged victorious in that encounter - leaving none of her enemies alive. It was in that moment that her innate, dormant skills were renewed.

Without a home to return to, she fled to neighboring villages and towns, unable to settle down. Until she was scouted by Espania's elite - one of the Einherjar. There, she took part in various tests and trials before she was accepted, and by then, she felt something she hadn't felt for a long time - the feeling of home and family. Her comrades there were more than just allies, they grew on her, and became her family.

But all good things come to an end. The Einherjar was disbanded, disowned by Espania itself, and its members were treated like traitors and criminals - hunted down by the own nation they once served. She was not powerless to stop the death of her allies, but she couldn't do it - she could not bring herself to kill Espania's citizens who were unaware of their situation. Hence, she fled, only to end up joining the Guild of Heroes.

Where she hopes to move on and start over - to find her own place in there.

PHYSICAL

Height: 5'2
Weight: 101 lbs

Weapons & Armor
Muramasa - A legendary sword originating from the oriental isles in the far east. It is said to be so sharp, that it can cut anything - even that which cannot be seen or touched, or even gods. As a cost, when it is removed from its sheath, it will always cause the death of something or someone.
Items & Personal Belongings
Memoir of Old - A black scarf from an old friend who has passed into the afterlife. A memoir of her cherished times in the Einherjar. She wears this regardless of the time and place.
Skills & Abilities
Heaven Splitter - A sword style which uses speed and precision, with emphasis on precision. This sword-fighting style pinpoints the enemy's weak points and swift and accurately strikes it for an immediate victory. While this fighting style is proven to be unmatched in duels and 1v2s, it loses its edge when fighting against more than two enemies.

Basics of CQC - Bianca isn't that harmless without her sword. She still knows how to handle herself with just her bare hands. After her time in the Einherjar, she has learned enough to create a unique fighting style that is mostly just a mix and mash of random martial arts techniques. Adapting to the battle is the core of her unarmed fighting technique.

Heightened Senses - Needless to say, being an elite means one will have heightened senses. At most, she has twice the capability of a well-trained soldier.

Stealth - Bianca is light-footed, and can easily move around without making much of a noise. She usually makes use of that trait when stalking an assassination target, or just getting food in the middle of the night. Sometimes to aid in her surprise pranks.

Basic Survival Skills - Just the essentials.
Spells & Magic
Tsukuyomi - More of a technique rather than a spell. Bianca can create up to two copies of herself, with full capabilities just as her, along with her equipment. However, these copies aren't just copies - they're real. If the "original" Bianca dies, any of the clones replace the "original", meaning she'd only truly die when all copies, including the "original" are defeated. These copies dispel as soon as the fight ends, or when all of them are slain.

Mirror Reversal - Again, more of a technique, but with magic involved. Bianca can deflect an attack back to its owner at twice the strength. This, however, can only be done if she perfectly blocks or parries an incoming attack - it must be done exactly within an instant, and cannot be done if she blocks a millisecond late or early.
Weaknesses
Grievance of the Past - Still in the process of moving on, Bianca can be caught of guard by bringing up her supposedly discreet past. In rare cases, she'll be unable to move in reminiscence.

Limits of Humanity - She's only human. She'll die much like a regular mortal would.

Lesser Magics - She's not that well versed in magic, so take that as you will. Her resistance to it is quite average as well.

FLUFF

Hobbies:
Idling around
Jokes
Occasional horrible puns
Making sushi
Gardening​
Quotes:
"I'll do it later, okay?"
"Look at this tree, isn't it nice?"
"I wonder where Mrs.Peterson is?"​
 


BASIC INFORMATION
Name: Zagraveil | Pronounced: /zæˈɡɹæ'veɪl/
Aliases:
The God Slayer
Age: Unknown
Gender: Male
Race: Ascended - A formerly mortal entity that now lies between humanity and divinity.
Class: Godslayer - A unique class solely focused on obliterating any divine entity.


PERSONAL
Sexuality: Asexual
High Concept: Dark Lord's Long-Time Companion & Rival
Character Alignment: Neutral Evil
Relatives: None
Organizations\Affiliations: Caecillius Morelli's Elite

Personality
Zagraveil is extremely strong-willed. While the common man would give up chasing unrealistic ideals such as his, he would keep moving forward, no matter the odds, and no matter the consequence. Essentially, this also helps his mental fortitude, allowing him to be capable of resisting mind tricks and the like.

Whereas others would worship Morelli as some divine being, Zagraveil treats the Overlord as his equal. He respects him like he would do to himself, and speaks his mind openly when conversing with the man. Even participate in friendly contests of power with him. This alone, earns him the respect of most of the Overlord's many followers and worshipers.
Backstory
Stories say The God Slayer came from the eastern plains, some say he came from the harsh lands of the north. While is origins remain unproven, there is one thing known about Zagraveil - his hate-fueled ideal.

His story starts as a tragedy - all of his relatives fell to an unknown illness, causing him to become the scapegoat of this terror by the people from his homeland. Shunned, scorned, and finally outcast, he was left with a burning anger with no one to point it to. Except for one thing that he had realized one fateful day - if gods truly did exist, and that they truly watched over the world, then there is only one explanation for his misfortune.

It is that his fate is being toyed by the gods. Finding a new drive to push himself forward, Zagraveil journeyed onward to cast his vengeance upon those worshiped figures, and show the world that there is no "greater power" - that no one else shall control one's fate other than one's self. It is in such a journey that he encountered Morelli and unexpectedly got into a fight with him - a battle that spanned days without rest. Without anyone giving up, the two formed a rivalry, which grew into camaraderie. Soon enough, he became the first ally Morelli ever conscripted, but not due to him being subdued, rather to the two forming a profound respect to each other.

As Morelli grew in power, so did he. It did not take long for Zagraveil to taste the glory that comes with slaying gods, and to further firm up his absurd ideal.

PHYSICAL
Height: 7'1
Weight: 194 lbs

Weapons & Armor
Carapace of The God Slayer - A full set of armor made from the carcasses of fallen war deities. It is the only thing capable of maintaining its form without having Zagraveil's anti-god curse erode it into nothingness. Stripped of its divine properties, it bears no enhancement other than it being extremely sturdy, to the point that even godly strikes could barely put a dent to it.

It is repaired and reinforced with newly obtained war deity carcass over time.
Items & Personal Belongings
None. Zagraveil brings nothing with him. With no attachment, he is beyond the shackles of an ordinary man's moral conscience.
Skills & Abilities
Perilous Paragon - Before becoming the terror that he is now, he was a man of many professions. He has the makings of a great knight, combined with the ruthlessness of a frenzied gladiator, he can fight like a savage beast trained in the field of war. While his moves may display a fighting style closely resembling that of a berserker's, he is not without tactics.

One Who Fells Gods - While Morelli is known to be the overlord, Zagraveil is known to be the slaughterer. His name strikes fear in the hearts of the men, enough to send a lot running away in cowardice. His infamy alone could be used to subdue weak-willed individuals.
Spells & Magic
Anti-Divine - An ability developed through time, with sheer hatred, disbelief, and a lot of godly ichor consumption. Like a mortal man obtains poison resistance through constant exposure, Zagraveil's resistance against divine properties strengthens through his consumption of godly ichor.

Any and all entities that are divine in nature (e.g. Gods, Divine Relics, God-based Powers) are greatly reduced in effectiveness when against Zagraveil. In consequence, the effectiveness of Zagraveil's actions against them are heavily strengthened.

Corruption of Purpose - Due to his anti-godly essence, anything he touches is corrupted by a curse, marking its body with numerous spreading red cracks - strengthening its offensive capabilities twofold. While these are not lethal in nature, prolonged exposure tends to make the curse act like a powerful poison that will slowly corrode its host, causing a slow and extremely painful death.

Ironically, it is removed through any form of divine blessing or magic.
Weaknesses
There Are No Gods - Zagraveil's disbelief in the existence of a "greater power", accompanied by his anti-divine properties, is immune to any form of godly aid. This means that any form of blessing, even if it would come from Morelli himself, would be nullified when applied to him.

Limits of The Mortal Shell - Technically, Zagraveil is still human. He will die much like a mortal would, provided he runs out of godly ichor to consume - the only thing prolonging his corroded mortality.


 
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BASIC INFORMATION

Name: Ragna
Aliases:
Age: 28
Gender: Male
Race: Human
Class: Alchemist, Machinist, Wizard, and most importantly, Merchant

PERSONAL

Sexuality: Pansexual
High Concept: An outcast genius who has merged magic and science
Character Alignment: Chaotic Neutral
Organizations\Affiliations:
Guild of Heroes - Master​
Personality
At first glance, one would perceive Ragna as arrogant and boastful, but that's not what he is. He takes pride for his works, and shows it in a rather exceeding way that most would perceive it as boasting. His confidence in his capabilities would often be taken as arrogance due to how he shows it. He's a goal-oriented person who will not let any opportunity pass by. Still, despite the many negative factors he has, a lot of people have tolerated him for so long, that he's grown closer to them more one would normally expect.
Backstory
Ragna's originates from a renowned mercantile clan. From the very start, Ragna was already different from the others - he's a genius in his studies, but he does some really weird stuff, as if compensating for his natural skill. As he grew older, his out-of-the-box ideas became bigger and bigger, until he came up with the idea of mixing magic and science. Of course, no one would support him in the pursuit of such a stupid thing, but with a little bit of trickery and theft, he managed to enroll himself in a magic apprenticeship and an academy for scholars.

He rose up to the top on both of his fields, and did the pursuit of combining magic and science in secret. Until one fated day, he was caught in the act by both societies. With his actions being considered stupid, and in some cases taboo, he was discarded and branded as an outcast of both intellectual societies. Despite this, Ragna pursued his goal with such unfaltering resolve, that he even accomplished that which would have been deemed impossible - the preservation of one's soul without using dark or light magics.

Since then, he has been continuing down this path of unappreciated knowledge.

PHYSICAL

Height: 5'8
Weight: 112 lbs

Weapons & Armor
None. Ragna prefers to keep combat to those are suited for it, which in his case, most of his creations would be able to.
Items & Personal Belongings
While Ragna has a lot of possessions, he only carries one thing with him at all times. For the rest, please refer to this link.

Anima Core - A small cube, hidden deep within Ragna's current body. Stored within this special box, is Ragna's soul. It is essentially a phylactery without the influence of dark magics, done through a thorough process which involves the combined efforts of magic and science. The Anima Core also allows Ragna to live much like a mortal - being capable of feelings such as hunger, pain, love, etc.
Skills & Abilities
Alchemy - When it comes to alchemy, Ragna's name doesn't go by without either praise or disdain. He's considered to be one of the greatest alchemists that has ever lived, and yet at the same time, one of the most undesirable ones. His skill in alchemy is more or less unmatched - he has done feats which would were initially impossible. Creating homonculi, potions, and even high level transmutations are but child's play to him.

Enlightened Mind - Ragna's knowledge in the field of science and technology is enough to make him a renowned genius, but his persistence in combining magic with science prevents him from being recognized by the intellectual community. He's able easily to comprehend complex terms and create various advanced calculations and processes compared to the average scholar.

Master Craftsman - All of Ragna's works are of another level, not only because of their complexity, but also because of their quality. They all possess one thing in common, and that is a backdoor access that only Ragna can use, so he can modify and alter them whenever he pleases. Of course, being at such a high caliber of craftsmanship, Ragna is more than capable of mass producing his works.

Make It Rain - Although not entirely an expert in the field, Ragna's history and experience is enough to make him an adept. His way of marketing and selling his works may seem a bit unorthodox, but they work quite well.
Spells & Magic
Arcane Expertise - Arcane, a school of magic that focuses on tackling magic as raw energy, not falling within the classification of "dark" or "light". Just like his knowledge and experience in science, he should be already a renowned figure in this field, but his persistence on the combination of magic and science prevents him from being recognized by the mage community. He's able to cast highly complex spells and enact advanced rituals.
Weaknesses
Equivalent Exchange - The beauty of Ragna's alchemy comes at a price, and that is through a ton of materials. Even if he could easily transmute rocks into gold, his unstable reputation usually devalues most of his possessions, including his hand-crafted currency. However, with a philosopher's stone, this limitation could be bypassed.

Not a Fighter - Ragna may be able to handle himself in fight against some strong opponents, but that's mostly due to is body, he won't stand a chance against a death knight on a one-on-one encounter. His reliance on his works has come to a point that without them, he'd be more or less helpless.

Unstable Allegiance - Ragna's priority is on himself and on his works. As long as one can offer him what he needs and wants, he's more than likely to change sides.

Pseudo-Lich - His greatest weakness is the Anima Core. Once broken, he'd be no more. Not only that, but without a body, Ragna would simply exist, but not "live" - unable to do anything unless he is placed within a body.

FLUFF

Hobbies:
Selling his crafts
Experimenting/Tinkering​
Quotes:
"Ha! Lo and behold, my great creation!"
"Hey kids...want some, uhh, genetically crafted feline women?"
"For the small price of a hundred thousand gold pieces, you can have this masterpiece! What do you say? Deal?"​
 
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BASIC INFORMATION

Name: Garheil
Aliases: ---
Age: 20
Gender: Female
Race: Human
Class: Paladin

PERSONAL

Sexuality: Heterosexual
High Concept: Last survivor of an ancient holy order
Character Alignment: Lawful Good
Organizations\Affiliations:
Guild of Heroes
Order of Avalon - Only living survivor​
Personality
Garheil is quite a conflicted character. The way she was raised had caused her to grow as a person who sees the bright side of the world and remains brimming with hope, but her experiences are gradually molding her into someone who is easily broken and demotivated. Her desire to follow the footsteps of the late Sir Mikhel is making her face certain situations she had not prepared herself for, often times taking a toll on her self-esteem and her view on the world.
Backstory
Garheil was an orphan, found by Sir Mikhel laying out on the streets of Xhorhas. And as expected from a paladin, Sir Mikhel took her in and raised her - eventually becoming a hero in Garheil's eyes. Garheil grew up to be quite the optimistic paladin, and became a welcome addition to Xhorhas's paladin guild.

Unfortunately, with the events that occurred at Xhorhas, she was left by everyone she knows and holds dear - becoming the only survivor of the said guild. With her eyes opened into the harsh truths of the world, she is confused and conflicted, unable to keep her feet on the ground and walk on a proper path for her future. Deciding to follow the footsteps of her late master and foster-father, she joins the guild in its valiant efforts.

PHYSICAL

Height: 5'4
Weight: 118 lbs

Weapons & Armor
Blessed Armor - Light armor, with a red cloak. Although it has been reduced to a mere few parts, it is still an armor blessed by holy magics and would deem quite resilient, especially against foes who dwell in the dark.

Blessed Lance - A standard lance found in the guild's armory. Blessed by Garheil using basic holy magic, its durability is increased and becomes effective against the dark, although only in a negligible manner.
Items & Personal Belongings
Tranquility Amulet - An amulet with a smooth blue stone. Allows the wielder to enter a calm, meditating state when held with one's hand. Given to Garheil by Sir Mikhel on the day she became a paladin.
Skills & Abilities
Amateur Fighter - Due to her lack of actual experience, Garheil is an amateur in the field of combat at best, even though she had been raised alongside battle-hardened paladins her entire life. However, she has potential for greatness, provided she is given the time to grow.

Knowledge on Religion - As trained by a paladin from the Order of Avalon, her knowledge on divine matters are rather exemplary. Granted, she does not know them fully in detail, but she will prove to be of great relevance should the necessity for divine lore arise.
Spells & Magic
Holy Magic - As expected from one being raised by paladins, Garheil is capable of utilizing holy magic. However, since Sir Mikhel was unable to complete his teachings, Garheil is left at a mediocre level.

Divine Connection - As part of the Order of Avalon, Garheil has the potential to gain access to the Divine Treasury. However, at her current state, she is far from achieving that feat.
Weaknesses
Human Limits - Garheil is just like your average human, she comes with the benefits of humanity, as well as its disadvantages.

Following Mikhel - Her respect and adoration for Sir Mikhel is a very exploitable trait. One can easily break her down simply by toying with his person.

FLUFF

Hobbies:
Gardening
Reading/Listening to heroic tales​
Quotes:
"I...will not falter."
"Gods above, guide me."​
 
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BASIC INFORMATION

Name: Aurelia Granne Salmira-Albichyr
Aliases: Her Highness, Lady Aurelia, Albichyr's Bastard Child
Age: 27
Gender: Female
Race: Human
Class: Tactician, Mage

PERSONAL

Sexuality: Heterosexual
High Concept: Bastard child of Albion's monarch
Character Alignment: Lawful Neutral
Organizations\Affiliations: The Kingdom of Albion

Personality
If there is anything they'd say about Aurelia, it is that she's resolute. She doesn't back down no matter how hard the fight goes, never giving up until she has reached her goal. She will do everything she can think of, and will use every resource she has, just to achieve what she desires. While she is often seen with a tough exterior, there are a few who were deemed worthy enough to witness her gentler side - one which has inspired the loyalty of a select few of her supporters.
Backstory
Aurelia's mother, Marille Salmira, was an adventurer with a good heart. Her father was the womanizing son of the late King Donar, Prince Lucius Albichyr IV. The two met by fate on a strange encounter, where their love bloomed and paved way for Aurelia to be conceived. Unfortunately, the prince ascended to the throne before she was even born, and was wed with another royal - leaving the two behind.

Growing up without a father, Aurelia came to despise him, and obviously, she cares deeply for her mother. Shortly after she was acknowledged and entitled to of royalty, her mother passed away to sickness - one which she blames on King Lucius's absence in their lives, and his ignorance towards their existence. Granted, she knew not of her father's perspective, but it was her way of coping with her loss and unwanted circumstance.

Aurelia adapted to the life of a noble rather well, eventually growing up to be a formidable political force - one which even the most prestigious nobles dare not cross.

PHYSICAL

Height: 5'8
Weight: 137 lbs

Weapons & Armor
Regal Suit - A set of clothing that is specifically crafted for Aurelia's use. It is reinforced with magical barriers to negate and resist damage, should any harm befall her, as well as amplify the capabilities of her meridians. It is also quite fashionable.

Marille's Dagger - An enchanted silver dagger, with her mother's name engraved on its blade. She always carries it on her person as a memento and for emergencies. It is fully capable of combat use and can cut through most metals - as well as being capable of self-repair.
Items & Personal Belongings
Crest of Albichyr - A hand-sized regalia bearing the crest of the royal family, and the ruler of Albion - which is currently King Lucius Albichyr IV. If presented, this allows Aurelia to gain access to certain areas, info, items, etc. that normally, an average citizen wouldn't be able to do so.
Skills & Abilities
Capable Fighter - After undergoing the mandatory training with the royal mentors, Aurelia is capable of hand-to-hand and armed combat, albeit not at the level of an elite. Granted, with her tactical prowess and innate dexterity, she may be able to change the odds.

Tactical Genius - Not only applying to politics, but also to other situations - such as combat. Aurelia is considered to be a genius at the field of tactics, and is often compared to be the second coming of Albion's greatest tactician in history. Of course, being young and with not much experience, she still has a lot to learn and a big room to grow.

Political Influence - While not necessarily as big and as powerful as the "big name" nobles, Aurelia does have her footing on Albion's politics, often being a pivotal force in certain indecisive situations. Her following may not be of great numbers, but their loyalty is unbelievable.
Spells & Magic
Elemental Magic - Taught by the royal mentors, and studied the archives in her own time, Aurelia is an adept at using elemental magic. While she favors no single element, the variability of her spells and her adaptive capabilities are more than enough to warrant her a well respected reputation in the magic community.

Etrea's Eye - A mystical ability that initially lies dormant in one of the wielder's eyes. When active, it allows them to see through all deception and lies, as well as heighten their senses threefold. It was passed down from her mother's ancestry, which eventually fell unto her as she was conceived.
Weaknesses
Human Limits - Aurelia, like the average human, comes with the benefits of humanity, as well as its disadvantages.

Bastard Child - She's not really warmly welcomed in the community of the nobles, and it has affected her reputation and relation to the people of Albion.

Mother's Daughter - She holds her mother in high regard. Speak ill of her mother, and she will easily lose her composure. The same would go concerning her father, but requires a tad more work, compared to her mother.

FLUFF

Hobbies:
Sightseeing
Cooking
Astrology​
Quotes:
"This is for you, dearest mother."
"I care not for the throne, it is but a symbol. And if such is in the way for this land's welfare - then I shall bring it down with my own hands."​
 
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BASIC INFORMATION

Name: Seraphine Reizylle
Aliases: ---
Age: 25
Gender: Female
Race: Anzyrieth
Level: 13
Class: Witch

PERSONAL

Sexuality: Omnisexual
High Concept: Smug Witch
Character Alignment: Chaotic Good

Personality
Seraphine is a rather eccentric extrovert. Her mannerisms are take on the more unpredictable scope, and would more often than not, confuse those which are not used to her company. But there are some consistencies in her behavior, such as her usual mischief and her signature smugness. For some reason, despite her strange character, she finds it possible to stick with a company - provided they were tolerant enough for her shenanigans.
Backstory
Seraphine was sent to a magic academy at a young age due to her untapped potential. Ironically, her innate affinity for magic didn't really make go through. Her concoctions and rituals would often go awry, usually causing some damage to the school properties - which eventually forced the academy to kick her out, despite her exemplary advances in the art of the arcane. Without an academy to back her up, Seraphine decided to continue her studies in magic alone, which led her to develop a knack for witchery - in which she proudly sees herself as the greatest in the whole world.

PHYSICAL

Height: 5'1
Weight: 93 lbs

Weapons & Armor
None. Weapons are for the less fortunate in the brains department, as one of her mentors in the academy would often say.
Items & Personal Belongings
Adventurer's License - Given to her about a few months ago, when she went on a quest to retrieve a mundane magical ingredient.

Magic Academy Card - A card that is a necessity to access libraries and archives on magic in general.

Bag of Holding - A small pouch that contains Seraphine's witchery kit, a bunch of reagents, and some books on magic. She's currently seeking an alternative for this, probably a pocket dimension.
Skills & Abilities
Magic Prodigy - She has high prowess with regards to any magic-related info and history, and is steadily growing as she continues to pursue her study of magic and sharpen her mind. This includes various magic-related lore such as learning ancient tongue for ancient spells, knowing magical creatures, etc. There may be some things she doesn't know as of the moment, but give her enough time, and that limit would be surpassed before one would even expect it.

Trickster - More cunning than the usual street rat, Seraphine's tricks aren't so easily beat. Trying to outsmart her is a feat that even geniuses would have a hard time to pull off, as one of her former mentors would say.

Magic Affinity - Her inborn affinity for magic has made her develop a knack for learning and mastering magic faster than the common mage, as well as being able to sense the presence of magic quicker than most.
Spells & Magic
Witchcraft - A mixture of alchemy, sorcery, and various fields of magic. This type of magic is very versatile and spans many categories, allowing its practitioners a vast area to learn and develop. Although Seraphine hasn't mastered this yet, her capabilities would be found exemplary with regards to the time she has spent in it so far.
Weaknesses
Mortality - Strange as it may be, the Anzyrieth as just as mortal as a regular human. She can die of injury, sickness, and natural causes.

Magic Reliance - Seraphine's focus on magic has left her physical fighting capabilities rather underwhelming. Without magic, she's more or less just an ordinary smug girl.

FLUFF

Hobbies: Playing tricks, pulling harmless mischief, and magical research/experiments
Quotes: "Don't worry, that drink won't kill you. Just make you a bit nauseous. A bit."


EXTRA

The Anzyrieth - An old race, originally descending from the first ever formless being, who adapted and morphed its body based on its environment. The Anzyrieth carried on the trait of its ancestors as they adapted and propagated through time, until the only thing that would distinguish them from the ordinary man is their eyes - which are always of a shade of red, though often varying. But that isn't what made them unique, rather it is their ability to adapt and change. Some may grow wings, some may grow horns, some may develop an affinity for swords, for smithing, etc.

How would an Anzyrieth recognize its kin then, one would wonder? The answer is quite simple - they don't. The Anzyrieth can only be identified through a very ancient type of scrying magic, and some other taboo means which would require their blood.
 
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BASIC INFORMATIONName: Y'ndra
Aliases: ---
Age: Old enough.
Gender: Female
Race: Beastkin (Feline)


PERSONALSexuality: It all falls on the mood.
High Concept: A mage who has strayed from her destiny.

Backstory: Y'ndra, third of the Yusarii, was prophesized to be chosen by the Great Divines (Auspices in the common tongue). However, after finding a mysterious grimoire and learning the contents of it, the path she walked upon strayed from what the prophecy foretold. It didn't take long for her to be hunted down by various organizations, leaving her with no choice but to join a very suspicious cult for temporary refuge.
PHYSICALWeapons & Armor:
Staff - A wooden staff with an intricate design. Used as a spellcasting focus by Y'ndra, but not really a necessity to her.​
Items & Personal Belonging:
Grimoire - A mysterious tome containing unfathomable information. Supposedly written by three powerful mages, who have no proof of existing.​
Skills & Abilities:
Beastkin Boons (Feline) - Y'ndra's kin, the Yusarii, are born with cat-like agility. Y'ndra's beastkin abilities are less evolved compared to others who resort to utilizing their primal origins, nevertheless, they still provide her benefits.​
Spells & Magic:
Arcane Apotheosis - Y'ndra's learnings from the mysterious grimoire has led her arcane arts to reach impossible heights. With a vast array of spells ranging from basic to extremely grand ones, Y'ndra might as well be considered a master of the arcane.​

Weaknesses:
Mortal Limits - Unlike the ones who wrote the grimoire, who could extend their lives in many ways such as transferring one's soul to another "perfect" body, becoming a lich, or magical energy manipulation, Y'ndra is still like every other mortal in the realm - killable by innumerable means, and is most certainly under the mercy of time.
Mana Limits - Unlike the ones who wrote the grimoire, who would conjure magical dragons with ease, and repeatedly summon armies of the dead or homonculi, Y'ndra's spellcasting is still bound by the capacity of her mana, and the laws of magic.
Wildcard - Y'ndra's allegiance is to herself first and foremost. With the right price, she can and probably will change sides.​
 

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